/*
 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package org.box2dflash.dynamics.joints {
	import org.box2dflash.dynamics.joints.Joint;
	import org.box2dflash.common.math.Vec2;
	import org.box2dflash.common.math.*;
	import org.box2dflash.common.Internal;
	use namespace Internal;

	/// Mouse joint definition. This requires a world target point,
	/// tuning parameters, and the time step.
	
	public class MouseJointDef extends JointDef {
		public function MouseJointDef() {
			type = Joint.e_mouseJoint;
			maxForce = 0.0;
			frequencyHz = 5.0;
			dampingRatio = 0.7;
			timeStep = 1.0 / 60.0;
		}

		/// The initial world target point. This is assumed
		/// to coincide with the body anchor initially.
		public var target:Vec2 = new Vec2();
		/// The maximum constraint force that can be exerted
		/// to move the candidate body. Usually you will express
		/// as some multiple of the weight (multiplier * mass * gravity).
		public var maxForce:Number;
		/// The response speed.
		public var frequencyHz:Number;
		/// The damping ratio. 0 = no damping, 1 = critical damping.
		public var dampingRatio:Number;
		/// The time step used in the simulation.
		public var timeStep:Number;
	}
}	
